﻿using UnityEngine;

public static class ShaderConst
{

    public static int SID_WindVector = Shader.PropertyToID("wind_Vector");
    public static int SID_ShakeIntensity = Shader.PropertyToID("_ShakeIntensity");
    public static int SID_ShakePosScale = Shader.PropertyToID("_ShakePosScale");
    public static int SID_Softness = Shader.PropertyToID("_Softness");

    public static int SID_RolePosition = Shader.PropertyToID("role_Position");
    public static int SID_RoleViewPosition = Shader.PropertyToID("role_ViewPosition");
    public static int SID_RoleFaceDirection = Shader.PropertyToID("role_FaceDirection");

    public static int SID_RoleDistance = Shader.PropertyToID("_RoleDistance");

    public static int SID_Alpha = Shader.PropertyToID("_Alpha");
    public static int SID_Progress = Shader.PropertyToID("_Progress");

    public static int SID_MainTex = Shader.PropertyToID("_MainTex");
    public static int SID_NormalTex = Shader.PropertyToID("_NormalTex");

    public static int SID_Color = Shader.PropertyToID("_Color");

    public static int SID_Size = Shader.PropertyToID("_Size");

    public static int SID_Distortion = Shader.PropertyToID("_Distortion");

    public static int SID_Emission = Shader.PropertyToID("_Emission");

    public static int SID_FixedColor = Shader.PropertyToID("_FixedColor");

    //public static int SID_UnscaledTime = Shader.PropertyToID("_UnscaledTime");

    public static int SID_OutlineColor = Shader.PropertyToID("_OutlineColor");
    public static int SID_Outline = Shader.PropertyToID("_Outline");
    public static int SID_TimeSwing = Shader.PropertyToID("_TimeSwing");

    public static int SID_ClearRate = Shader.PropertyToID("_ClearRate");

    public static Shader ColorTransparent = Shader.Find("Alex/ColorTransparent");
    public static Shader TransparentTexture = Shader.Find("Alex/TransparentTexture");
}
